Grenades have the option of being set for time delay (up to three rounds). If this is done and the grenade is left as a booby trap (or slipped onto an opponent), it seems inappropriate for Ranged (Light) to be used for the attack. Mines use Mechanics, but this doesn't quite seem right for a quickly placed grenade either. Suggestions?
What should I use for this attack roll?
Skullduggery!
Agreed.
Play Fallout much?
I agree that skullduggery seems the most appropriate skill if a roll is required, but I question whether you need an attack roll to just leave a ticking grenade somewhere.
I agree that skullduggery seems the most appropriate skill if a roll is required, but I question whether you need an attack roll to just leave a ticking grenade somewhere.
You need the roll to determine damage and whether or not some of the weapon qualities activate. In particular, you'll need two (or three if you miss the primary target) advantages to trigger Blast if you want to catch more than just one target with your trap.
Doesn't the roll affect damage? I think that's the only reason you'd make it. I don't think it's possible to miss... but freaky stuff can happen, anyway. The grenade could be a dud. Maybe it doesn't work entirely right. Or you didn't know that there was an inner pocket that the target was carrying something that reduced the explosive force. Or he was carrying something that enhanced the explosive force, he was carrying a fruit in the other pocket and pulled the grenade out by mistake thinking it was the fruit and tried to take a bite out of it just as it exploded. The look on his eye when he realized what he'd done is priceless... but if you were close enough to see it, you might want to just burn the clothes you're wearing. That'd be off the Yucky Scale.
I agree that skullduggery seems the most appropriate skill if a roll is required, but I question whether you need an attack roll to just leave a ticking grenade somewhere.
You need the roll to determine damage and whether or not some of the weapon qualities activate. In particular, you'll need two (or three if you miss the primary target) advantages to trigger Blast if you want to catch more than just one target with your trap.
Ah, I see. Haven't used grenades yet. Would you make the check simple (unopposed)?
I agree that skullduggery seems the most appropriate skill if a roll is required, but I question whether you need an attack roll to just leave a ticking grenade somewhere.
You need the roll to determine damage and whether or not some of the weapon qualities activate. In particular, you'll need two (or three if you miss the primary target) advantages to trigger Blast if you want to catch more than just one target with your trap.
Ah, I see. Haven't used grenades yet. Would you make the check simple (unopposed)?
That's a really good question. It's also questionable how many of the defensive Talents would interact with what is only loosely an attack.
Personally I would just keep it as a light ranged attack. Depending on the circumstances of how the grenade is being used I might allow another check to add a bonus to the light ranged attack but i would not change the skill being used for the actual attack.
I just feel changing the check will start to make things more complicated than they need to be.
That's a really good question. It's also questionable how many of the defensive Talents would interact with what is only loosely an attack.
Thats for planting it on someone, If you're rigging it as a booby trap I'd prolly go with vigilance.
Edited by GhostofmanI'm thinking either skulduggery or mechanics... I'd let them pick it. I'd also set it at an average difficulty by default...
I'm still a fan of cool. Make sure you have a level head so the thing doesn't go off when you set up the trap. But as others have pointed out, skulduggery is a great choice as well.
Skulduggery for placement and damage if the grenade is unaltered. Opposed check with perception if targets are wary. If they aren't then no check or use the force die if luck might be involved.
I'd use mechanics if they were placing the grenade along with something else that would effect the damage like a vehicle fuel tank or ammo storage. This might add boost dice to damage.
I'm not sure how to go about this 100%. The book says that what your describing is able to be done. Would it require an opposed skullduggery check by the PC that plants the grenade against the NPC's Vigilance (or perception) who wants into the trap? The the skullduggery succeed, then ranged (light) is still the skill that can be used for damage, but make it easy an easy check, upgrading the difficulty die to a challenge die, due to "grenade being stationary" and either setbacks/difficulty for the distance away from the grenade upon timer depletion? I don't know..
If you're planting a grenade on an "unsuspecting NPC" perhaps Stealth and Skullduggery should be used, with the same Ranged (light) roll for damage..
I actually think that mines and explosives in general should have their OWN attack pool, that depends on the type, and amount of explosive.
The person applying them would only really hinder or help them do their job.
For a mine or timed explosion...
Player could roll skullduggery to hide and set the mine. (or mechanics to know where it a charge should be set to maximize effectiveness)
On a pass, it's set and hidden.
Advantages could make it extra hard to detect, or give the device bonuses on its attack roll.
Threats could make it easier to detect, or mean that it was installed upside down, or is positioned incorrectly affecting damage, or that the timer is miss set so it doesn't go off at exactly the right time...
Disaster maybe means it goes off while being set.
etc etc
For a grenade, much the same, but ranged light is used to toss the grenade, and be accurate enough with it to land where it needs to be. Advantages used for increased damage...
maybe a disadvantage means it bounces behind soemthing and muffles the blast, or goes off a second too late...
I had a smuggler throw me for a loop in our first beginner game. He charged into a mob of thugs with a primed stun grenade in each hand and just let them go off. All of us being new to the system, we couldn't imagine a possibility for failure, so we agreed to call it a simple task with no roll. The smuggler took the baseline stun damage from each grenade and everyone in the vicinity took the blast. He went down, but took most of the minions with him. The party mopped up the rest and then revived him.
It made for an amusing session, but having a better handle on the rules now, I probably would have had him make an Easy Ranged-Light check (Simple check for the first grenade +1 difficulty for dual wielding) and then have him spend Advantage to trigger Blast or Disorient and to set off the second grenade.
I'd not roll for the grenade at all. Instead I'd roll for each NPC to see how close he is to the grenade and base damage off that. The persona carrying it, would take full damage, which could be +5 damage. The other NPC's would then simply roll a one or more boost dice to determine how lucky they are and use that to subtract damage.
It would be a skulduggery check to leave the grenade though.
Skulduggery feels appropriate... you're rolling to see how well the trap got disguised (and how well it was placed to do maximum damage). Or maybe make a combined skulduggery / mechanics roll (using best skill from one, best stat from the other).
I would use Skulduggery, and then for the grenade or not to explode, i'do do a check using the vigilance of the one setting of the trap and even add a force die to see if "the force" can help the guy or not. This to include something more random.